Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and util/, applied with scripts/reindent.sh. No behavioral change. Most files already conformed. The genuine outliers indented at 2 columns (json_helpers.c, util.c from akgl_rectangle_points onward, assets.c, staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns line-continuation backslashes in multi-line macros to its default c-backslash-column, which is required for the tree to be a fixed point of the indenter. Verified whitespace-only: `git diff -w` over this change is empty apart from three trailing blank lines removed at EOF in src/heap.c, src/registry.c, and tests/tilemap.c. The build produces no new errors and ctest is unchanged at 13/14, with `character` still the one intentional failure. The tree is now a fixed point of `scripts/reindent.sh --check`. include/akgl/SDL_GameControllerDB.h is generated and excluded. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
78
src/game.c
78
src/game.c
@@ -52,7 +52,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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{
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int screenwidth = 0;
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int screenheight = 0;
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int i = 0;
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PREPARE_ERROR(e);
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strncpy((char *)&game.libversion, AKGL_VERSION, 32);
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@@ -75,13 +75,13 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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PASS(e, akgl_registry_init_music());
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PASS(e, akgl_registry_init_properties());
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PASS(e, akgl_registry_init_actor_state_strings());
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SDL_SetAppMetadata(game.name, game.version, game.uri);
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for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
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memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
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}
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FAIL_ZERO_RETURN(
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e,
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
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@@ -123,7 +123,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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renderer = &_akgl_renderer;
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physics = &_akgl_physics;
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gamemap = &_akgl_gamemap;
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PASS(e, akgl_game_state_unlock());
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SUCCEED_RETURN(e);
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}
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@@ -358,27 +358,27 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_Pr
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// corrupt name table as a successful load.
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while ( done == false ) {
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ATTEMPT {
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CATCH(e, aksl_fread((void *)&objname, 1, namelength, fp));
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CATCH(e, aksl_fread((void *)&ptr, 1, ptrlength, fp));
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// End of the map
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if ( ptr == 0x00 && objname[0] == 0x00 ) {
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done = true;
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break;
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}
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// The map allows us to say "Object X has a reference to object Y at
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// address Z. The object they had at address Z was named A. Our current
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// instance of object named A is at address B. So we map address Z to
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// address B, so that we can reconnect function pointers on objects loaded
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// from the save game state."
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// SDL_Properties objects can only use string keys, so we can't use the
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// old pointer as a key without first converting it to a string.
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CATCH(e, aksl_memset((void *)&ptrstring, 0x00, 32));
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snprintf((char *)&ptrstring, 32, "%p", ptr);
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SDL_SetPointerProperty(
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map,
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ptrstring,
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SDL_GetPointerProperty(registry, objname, NULL));
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CATCH(e, aksl_fread((void *)&objname, 1, namelength, fp));
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CATCH(e, aksl_fread((void *)&ptr, 1, ptrlength, fp));
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// End of the map
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if ( ptr == 0x00 && objname[0] == 0x00 ) {
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done = true;
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break;
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}
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// The map allows us to say "Object X has a reference to object Y at
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// address Z. The object they had at address Z was named A. Our current
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// instance of object named A is at address B. So we map address Z to
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// address B, so that we can reconnect function pointers on objects loaded
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// from the save game state."
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// SDL_Properties objects can only use string keys, so we can't use the
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// old pointer as a key without first converting it to a string.
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CATCH(e, aksl_memset((void *)&ptrstring, 0x00, 32));
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snprintf((char *)&ptrstring, 32, "%p", ptr);
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SDL_SetPointerProperty(
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map,
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ptrstring,
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SDL_GetPointerProperty(registry, objname, NULL));
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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@@ -404,9 +404,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype,
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FAIL_ZERO_RETURN(e, versiontype, AKERR_NULLPOINTER, "NULL argument");
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FAIL_ZERO_RETURN(e, curversion, AKERR_NULLPOINTER, "NULL argument");
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FAIL_ZERO_RETURN(e, newversion, AKERR_NULLPOINTER, "NULL argument");
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ATTEMPT {
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// Check save game library version
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// Check save game library version
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FAIL_NONZERO_BREAK(
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e,
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semver_parse((const char *)curversion, ¤t_version),
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@@ -445,10 +445,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
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SDL_PropertiesID spritesheetmap;
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SDL_PropertiesID charactermap;
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FILE *fp = NULL;
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, fpath, AKERR_NULLPOINTER, "NULL file path");
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ATTEMPT {
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CATCH(e, aksl_fopen(fpath, "rb", &fp));
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CATCH(e, aksl_fread((void *)&savegame, 1, sizeof(akgl_Game), fp));
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@@ -464,28 +464,28 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
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strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
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AKERR_API,
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"Savegame is not compatible with this game");
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memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
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// Load actor name map
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actormap = SDL_CreateProperties();
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CATCH(e, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
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CATCH(e, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
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// Load sprite name map
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spritemap = SDL_CreateProperties();
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CATCH(e, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
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CATCH(e, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
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// Load spritesheet name map
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spritesheetmap = SDL_CreateProperties();
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CATCH(e, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
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CATCH(e, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
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// Load character name map
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charactermap = SDL_CreateProperties();
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CATCH(e, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
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// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
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CATCH(e, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
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// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
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} CLEANUP {
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if ( fp != NULL ) {
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fclose(fp);
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}
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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@@ -502,7 +502,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
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if ( opflags == NULL ) {
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opflags = &defflags;
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}
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PASS(e, akgl_game_state_lock());
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akgl_game_updateFPS();
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@@ -521,8 +521,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
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} else {
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actor->scale = 1.0;
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}
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PASS(e, actor->updatefunc(actor));
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}
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PASS(e, actor->updatefunc(actor));
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}
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}
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PASS(e, physics->simulate(physics, NULL));
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PASS(e, renderer->draw_world(renderer, NULL));
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